#include "actors.hpp" #include #include #include #include #include #include #include "../mwworld/esmstore.hpp" #include "../mwworld/class.hpp" #include "../mwworld/inventorystore.hpp" #include "../mwworld/manualref.hpp" #include "../mwworld/actionequip.hpp" #include "../mwworld/player.hpp" #include "../mwbase/world.hpp" #include "../mwbase/environment.hpp" #include "../mwbase/windowmanager.hpp" #include "../mwbase/soundmanager.hpp" #include "../mwbase/mechanicsmanager.hpp" #include "../mwrender/animation.hpp" #include "npcstats.hpp" #include "creaturestats.hpp" #include "movement.hpp" #include "character.hpp" #include "aicombat.hpp" #include "aifollow.hpp" #include "aipursue.hpp" #include "actor.hpp" #include "summoning.hpp" #include "combat.hpp" namespace { bool isConscious(const MWWorld::Ptr& ptr) { const MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats(ptr); return !stats.isDead() && !stats.getKnockedDown(); } void adjustBoundItem (const std::string& item, bool bound, const MWWorld::Ptr& actor) { if (bound) { if (actor.getClass().getContainerStore(actor).count(item) == 0) { MWWorld::InventoryStore& store = actor.getClass().getInventoryStore(actor); MWWorld::Ptr newPtr = *store.MWWorld::ContainerStore::add(item, 1, actor); MWWorld::ActionEquip action(newPtr); action.execute(actor); MWWorld::ContainerStoreIterator rightHand = store.getSlot(MWWorld::InventoryStore::Slot_CarriedRight); // change draw state only if the item is in player's right hand if (actor == MWBase::Environment::get().getWorld()->getPlayerPtr() && rightHand != store.end() && newPtr == *rightHand) { MWBase::Environment::get().getWorld()->getPlayer().setDrawState(MWMechanics::DrawState_Weapon); } } } else { actor.getClass().getContainerStore(actor).remove(item, 1, actor); } } bool disintegrateSlot (MWWorld::Ptr ptr, int slot, float disintegrate) { if (ptr.getClass().hasInventoryStore(ptr)) { MWWorld::InventoryStore& inv = ptr.getClass().getInventoryStore(ptr); MWWorld::ContainerStoreIterator item = inv.getSlot(slot); if (item != inv.end()) { if (!item->getClass().hasItemHealth(*item)) return false; int charge = item->getClass().getItemHealth(*item); if (charge == 0) return false; // FIXME: charge should be a float, not int so that damage < 1 per frame can be applied. // This was also a bug in the original engine. charge -= std::min(static_cast(disintegrate), charge); item->getCellRef().setCharge(charge); if (charge == 0) { // Will unequip the broken item and try to find a replacement if (ptr != MWBase::Environment::get().getWorld()->getPlayerPtr()) inv.autoEquip(ptr); else inv.unequipItem(*item, ptr); } return true; } } return false; } class CheckActorCommanded : public MWMechanics::EffectSourceVisitor { MWWorld::Ptr mActor; public: bool mCommanded; CheckActorCommanded(MWWorld::Ptr actor) : mActor(actor) , mCommanded(false){} virtual void visit (MWMechanics::EffectKey key, const std::string& sourceName, const std::string& sourceId, int casterActorId, float magnitude, float remainingTime = -1, float totalTime = -1) { MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr(); if ( ((key.mId == ESM::MagicEffect::CommandHumanoid && mActor.getClass().isNpc()) || (key.mId == ESM::MagicEffect::CommandCreature && mActor.getTypeName() == typeid(ESM::Creature).name())) && casterActorId == player.getClass().getCreatureStats(player).getActorId() && magnitude >= mActor.getClass().getCreatureStats(mActor).getLevel()) mCommanded = true; } }; void adjustCommandedActor (const MWWorld::Ptr& actor) { CheckActorCommanded check(actor); MWMechanics::CreatureStats& stats = actor.getClass().getCreatureStats(actor); stats.getActiveSpells().visitEffectSources(check); bool hasCommandPackage = false; std::list::const_iterator it; for (it = stats.getAiSequence().begin(); it != stats.getAiSequence().end(); ++it) { if ((*it)->getTypeId() == MWMechanics::AiPackage::TypeIdFollow && static_cast(*it)->isCommanded()) { hasCommandPackage = true; break; } } if (check.mCommanded && !hasCommandPackage) { // FIXME: don't use refid string MWMechanics::AiFollow package("player", true); stats.getAiSequence().stack(package, actor); } else if (!check.mCommanded && hasCommandPackage) { stats.getAiSequence().erase(it); } } void getRestorationPerHourOfSleep (const MWWorld::Ptr& ptr, float& health, float& magicka) { MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats (ptr); const MWWorld::Store& settings = MWBase::Environment::get().getWorld()->getStore().get(); bool stunted = stats.getMagicEffects ().get(ESM::MagicEffect::StuntedMagicka).getMagnitude() > 0; int endurance = stats.getAttribute (ESM::Attribute::Endurance).getModified (); health = 0.1f * endurance; magicka = 0; if (!stunted) { float fRestMagicMult = settings.find("fRestMagicMult")->getFloat (); magicka = fRestMagicMult * stats.getAttribute(ESM::Attribute::Intelligence).getModified(); } } } namespace MWMechanics { class SoulTrap : public MWMechanics::EffectSourceVisitor { MWWorld::Ptr mCreature; MWWorld::Ptr mActor; public: SoulTrap(MWWorld::Ptr trappedCreature) : mCreature(trappedCreature) {} virtual void visit (MWMechanics::EffectKey key, const std::string& sourceName, const std::string& sourceId, int casterActorId, float magnitude, float remainingTime = -1, float totalTime = -1) { if (key.mId != ESM::MagicEffect::Soultrap) return; if (magnitude <= 0) return; MWBase::World* world = MWBase::Environment::get().getWorld(); MWWorld::Ptr caster = world->searchPtrViaActorId(casterActorId); if (caster.isEmpty() || !caster.getClass().isActor()) return; static const float fSoulgemMult = world->getStore().get().find("fSoulgemMult")->getFloat(); int creatureSoulValue = mCreature.get()->mBase->mData.mSoul; if (creatureSoulValue == 0) return; // Use the smallest soulgem that is large enough to hold the soul MWWorld::ContainerStore& container = caster.getClass().getContainerStore(caster); MWWorld::ContainerStoreIterator gem = container.end(); float gemCapacity = std::numeric_limits::max(); std::string soulgemFilter = "misc_soulgem"; // no other way to check for soulgems? :/ for (MWWorld::ContainerStoreIterator it = container.begin(MWWorld::ContainerStore::Type_Miscellaneous); it != container.end(); ++it) { const std::string& id = it->getCellRef().getRefId(); if (id.size() >= soulgemFilter.size() && id.substr(0,soulgemFilter.size()) == soulgemFilter) { float thisGemCapacity = it->get()->mBase->mData.mValue * fSoulgemMult; if (thisGemCapacity >= creatureSoulValue && thisGemCapacity < gemCapacity && it->getCellRef().getSoul().empty()) { gem = it; gemCapacity = thisGemCapacity; } } } if (gem == container.end()) return; // Set the soul on just one of the gems, not the whole stack gem->getContainerStore()->unstack(*gem, caster); gem->getCellRef().setSoul(mCreature.getCellRef().getRefId()); if (caster == MWBase::Environment::get().getWorld()->getPlayerPtr()) MWBase::Environment::get().getWindowManager()->messageBox("#{sSoultrapSuccess}"); const ESM::Static* fx = MWBase::Environment::get().getWorld()->getStore().get() .search("VFX_Soul_Trap"); if (fx) MWBase::Environment::get().getWorld()->spawnEffect("meshes\\" + fx->mModel, "", mCreature.getRefData().getPosition().asVec3()); MWBase::Environment::get().getSoundManager()->playSound3D(mCreature, "conjuration hit", 1.f, 1.f, MWBase::SoundManager::Play_TypeSfx, MWBase::SoundManager::Play_NoTrack); } }; void Actors::updateActor (const MWWorld::Ptr& ptr, float duration) { // magic effects adjustMagicEffects (ptr); if (ptr.getClass().getCreatureStats(ptr).needToRecalcDynamicStats()) calculateDynamicStats (ptr); calculateCreatureStatModifiers (ptr, duration); // fatigue restoration calculateRestoration(ptr, duration); } void Actors::updateHeadTracking(const MWWorld::Ptr& actor, const MWWorld::Ptr& targetActor, MWWorld::Ptr& headTrackTarget, float& sqrHeadTrackDistance) { static const float fMaxHeadTrackDistance = MWBase::Environment::get().getWorld()->getStore().get() .find("fMaxHeadTrackDistance")->getFloat(); static const float fInteriorHeadTrackMult = MWBase::Environment::get().getWorld()->getStore().get() .find("fInteriorHeadTrackMult")->getFloat(); float maxDistance = fMaxHeadTrackDistance; const ESM::Cell* currentCell = actor.getCell()->getCell(); if (!currentCell->isExterior() && !(currentCell->mData.mFlags & ESM::Cell::QuasiEx)) maxDistance *= fInteriorHeadTrackMult; const ESM::Position& actor1Pos = actor.getRefData().getPosition(); const ESM::Position& actor2Pos = targetActor.getRefData().getPosition(); float sqrDist = (actor1Pos.asVec3() - actor2Pos.asVec3()).length2(); if (sqrDist > maxDistance*maxDistance) return; if (targetActor.getClass().getCreatureStats(targetActor).isDead()) return; if (!actor.getRefData().getBaseNode()) return; // stop tracking when target is behind the actor osg::Vec3f actorDirection = actor.getRefData().getBaseNode()->getAttitude() * osg::Vec3f(0,1,0); osg::Vec3f targetDirection (actor2Pos.asVec3() - actor1Pos.asVec3()); actorDirection.z() = 0; targetDirection.z() = 0; actorDirection.normalize(); targetDirection.normalize(); if (std::acos(actorDirection * targetDirection) < osg::DegreesToRadians(90.f) && sqrDist <= sqrHeadTrackDistance && MWBase::Environment::get().getWorld()->getLOS(actor, targetActor) // check LOS and awareness last as it's the most expensive function && MWBase::Environment::get().getMechanicsManager()->awarenessCheck(targetActor, actor)) { sqrHeadTrackDistance = sqrDist; headTrackTarget = targetActor; } } void Actors::engageCombat (const MWWorld::Ptr& actor1, const MWWorld::Ptr& actor2, bool againstPlayer) { CreatureStats& creatureStats = actor1.getClass().getCreatureStats(actor1); if (actor2.getClass().getCreatureStats(actor2).isDead() || actor1.getClass().getCreatureStats(actor1).isDead()) return; const ESM::Position& actor1Pos = actor1.getRefData().getPosition(); const ESM::Position& actor2Pos = actor2.getRefData().getPosition(); float sqrDist = (actor1Pos.asVec3() - actor2Pos.asVec3()).length2(); if (sqrDist > 7168*7168) return; // pure water creatures won't try to fight with the target on the ground // except that creature is already hostile if ((againstPlayer || !creatureStats.getAiSequence().isInCombat()) && !MWMechanics::isEnvironmentCompatible(actor1, actor2)) // creature can't swim to target { return; } bool aggressive; if (againstPlayer) { // followers with high fight should not engage in combat with the player (e.g. bm_bear_black_summon) const std::list& followers = getActorsFollowing(actor2); if (std::find(followers.begin(), followers.end(), actor1) != followers.end()) return; aggressive = MWBase::Environment::get().getMechanicsManager()->isAggressive(actor1, actor2); } else { aggressive = false; // Make guards fight aggressive creatures if (!actor1.getClass().isNpc() && actor2.getClass().isClass(actor2, "Guard")) { if (creatureStats.getAiSequence().isInCombat() && MWBase::Environment::get().getMechanicsManager()->isAggressive(actor1, actor2)) aggressive = true; } } // start combat if target actor is in combat with one of our followers const std::list& followers = getActorsFollowing(actor1); const CreatureStats& creatureStats2 = actor2.getClass().getCreatureStats(actor2); for (std::list::const_iterator it = followers.begin(); it != followers.end(); ++it) { // need to check both ways since player doesn't use AI packages if ((creatureStats2.getAiSequence().isInCombat(*it) || it->getClass().getCreatureStats(*it).getAiSequence().isInCombat(actor2)) && !creatureStats.getAiSequence().isInCombat(*it)) aggressive = true; } // start combat if target actor is in combat with someone we are following for (std::list::const_iterator it = creatureStats.getAiSequence().begin(); it != creatureStats.getAiSequence().end(); ++it) { if ((*it)->getTypeId() == MWMechanics::AiPackage::TypeIdFollow) { MWWorld::Ptr followTarget = static_cast(*it)->getTarget(); if (followTarget.isEmpty()) continue; if (creatureStats.getAiSequence().isInCombat(followTarget)) continue; // need to check both ways since player doesn't use AI packages if (creatureStats2.getAiSequence().isInCombat(followTarget) || followTarget.getClass().getCreatureStats(followTarget).getAiSequence().isInCombat(actor2)) aggressive = true; } } if(aggressive) { bool LOS = MWBase::Environment::get().getWorld()->getLOS(actor1, actor2); if (againstPlayer) LOS &= MWBase::Environment::get().getMechanicsManager()->awarenessCheck(actor2, actor1); if (LOS) { MWBase::Environment::get().getMechanicsManager()->startCombat(actor1, actor2); if (!againstPlayer) // start combat between each other { MWBase::Environment::get().getMechanicsManager()->startCombat(actor2, actor1); } } } } void Actors::updateNpc (const MWWorld::Ptr& ptr, float duration) { updateDrowning(ptr, duration); calculateNpcStatModifiers(ptr, duration); updateEquippedLight(ptr, duration); } void Actors::adjustMagicEffects (const MWWorld::Ptr& creature) { CreatureStats& creatureStats = creature.getClass().getCreatureStats (creature); if (creatureStats.isDead()) return; MagicEffects now = creatureStats.getSpells().getMagicEffects(); if (creature.getTypeName()==typeid (ESM::NPC).name()) { MWWorld::InventoryStore& store = creature.getClass().getInventoryStore (creature); now += store.getMagicEffects(); } now += creatureStats.getActiveSpells().getMagicEffects(); creatureStats.modifyMagicEffects(now); } void Actors::calculateDynamicStats (const MWWorld::Ptr& ptr) { CreatureStats& creatureStats = ptr.getClass().getCreatureStats (ptr); int intelligence = creatureStats.getAttribute(ESM::Attribute::Intelligence).getModified(); float base = 1.f; if (ptr == MWBase::Environment::get().getWorld()->getPlayerPtr()) base = MWBase::Environment::get().getWorld()->getStore().get().find("fPCbaseMagickaMult")->getFloat(); else base = MWBase::Environment::get().getWorld()->getStore().get().find("fNPCbaseMagickaMult")->getFloat(); double magickaFactor = base + creatureStats.getMagicEffects().get (EffectKey (ESM::MagicEffect::FortifyMaximumMagicka)).getMagnitude() * 0.1; DynamicStat magicka = creatureStats.getMagicka(); float diff = (static_cast(magickaFactor*intelligence)) - magicka.getBase(); magicka.modify(diff); creatureStats.setMagicka(magicka); } void Actors::restoreDynamicStats (const MWWorld::Ptr& ptr, bool sleep) { if (ptr.getClass().getCreatureStats(ptr).isDead()) return; MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats (ptr); const MWWorld::Store& settings = MWBase::Environment::get().getWorld()->getStore().get(); if (sleep) { float health, magicka; getRestorationPerHourOfSleep(ptr, health, magicka); DynamicStat stat = stats.getHealth(); stat.setCurrent(stat.getCurrent() + health); stats.setHealth(stat); stat = stats.getMagicka(); stat.setCurrent(stat.getCurrent() + magicka); stats.setMagicka(stat); } int endurance = stats.getAttribute (ESM::Attribute::Endurance).getModified (); float normalizedEncumbrance = ptr.getClass().getNormalizedEncumbrance(ptr); if (normalizedEncumbrance > 1) normalizedEncumbrance = 1; // restore fatigue float fFatigueReturnBase = settings.find("fFatigueReturnBase")->getFloat (); float fFatigueReturnMult = settings.find("fFatigueReturnMult")->getFloat (); float fEndFatigueMult = settings.find("fEndFatigueMult")->getFloat (); float x = fFatigueReturnBase + fFatigueReturnMult * (1 - normalizedEncumbrance); x *= fEndFatigueMult * endurance; DynamicStat fatigue = stats.getFatigue(); fatigue.setCurrent (fatigue.getCurrent() + 3600 * x); stats.setFatigue (fatigue); } void Actors::calculateRestoration (const MWWorld::Ptr& ptr, float duration) { if (ptr.getClass().getCreatureStats(ptr).isDead()) return; MWMechanics::CreatureStats& stats = ptr.getClass().getCreatureStats (ptr); int endurance = stats.getAttribute (ESM::Attribute::Endurance).getModified (); // restore fatigue const MWWorld::Store& settings = MWBase::Environment::get().getWorld()->getStore().get(); static const float fFatigueReturnBase = settings.find("fFatigueReturnBase")->getFloat (); static const float fFatigueReturnMult = settings.find("fFatigueReturnMult")->getFloat (); float x = fFatigueReturnBase + fFatigueReturnMult * endurance; DynamicStat fatigue = stats.getFatigue(); fatigue.setCurrent (fatigue.getCurrent() + duration * x); stats.setFatigue (fatigue); } void Actors::calculateCreatureStatModifiers (const MWWorld::Ptr& ptr, float duration) { CreatureStats &creatureStats = ptr.getClass().getCreatureStats(ptr); const MagicEffects &effects = creatureStats.getMagicEffects(); bool wasDead = creatureStats.isDead(); // FIXME: effect ticks should go into separate functions so they can be used with either // magnitude (instant effect) or magnitude*duration // attributes for(int i = 0;i < ESM::Attribute::Length;++i) { AttributeValue stat = creatureStats.getAttribute(i); stat.setModifier(static_cast(effects.get(EffectKey(ESM::MagicEffect::FortifyAttribute, i)).getMagnitude() - effects.get(EffectKey(ESM::MagicEffect::DrainAttribute, i)).getMagnitude() - effects.get(EffectKey(ESM::MagicEffect::AbsorbAttribute, i)).getMagnitude())); stat.damage(effects.get(EffectKey(ESM::MagicEffect::DamageAttribute, i)).getMagnitude() * duration); stat.restore(effects.get(EffectKey(ESM::MagicEffect::RestoreAttribute, i)).getMagnitude() * duration); creatureStats.setAttribute(i, stat); } { Spells & spells = creatureStats.getSpells(); for (Spells::TIterator it = spells.begin(); it != spells.end(); ++it) { if (spells.getCorprusSpells().find(it->first) != spells.getCorprusSpells().end()) { if (MWBase::Environment::get().getWorld()->getTimeStamp() >= spells.getCorprusSpells().at(it->first).mNextWorsening) { spells.worsenCorprus(it->first); if (ptr == MWBase::Environment::get().getWorld()->getPlayerPtr()) MWBase::Environment::get().getWindowManager()->messageBox("#{sMagicCorprusWorsens}"); } } } } // dynamic stats for(int i = 0;i < 3;++i) { DynamicStat stat = creatureStats.getDynamic(i); stat.setModifier(effects.get(ESM::MagicEffect::FortifyHealth+i).getMagnitude() - effects.get(ESM::MagicEffect::DrainHealth+i).getMagnitude(), // Fatigue can be decreased below zero meaning the actor will be knocked out i == 2); float currentDiff = creatureStats.getMagicEffects().get(ESM::MagicEffect::RestoreHealth+i).getMagnitude() - creatureStats.getMagicEffects().get(ESM::MagicEffect::DamageHealth+i).getMagnitude() - creatureStats.getMagicEffects().get(ESM::MagicEffect::AbsorbHealth+i).getMagnitude(); stat.setCurrent(stat.getCurrent() + currentDiff * duration, i == 2); creatureStats.setDynamic(i, stat); } // AI setting modifiers int creature = !ptr.getClass().isNpc(); if (creature && ptr.get()->mBase->mData.mType == ESM::Creature::Humanoid) creature = false; // Note: the Creature variants only work on normal creatures, not on daedra or undead creatures. if (!creature || ptr.get()->mBase->mData.mType == ESM::Creature::Creatures) { Stat stat = creatureStats.getAiSetting(CreatureStats::AI_Fight); stat.setModifier(static_cast(creatureStats.getMagicEffects().get(ESM::MagicEffect::FrenzyHumanoid + creature).getMagnitude() - creatureStats.getMagicEffects().get(ESM::MagicEffect::CalmHumanoid+creature).getMagnitude())); creatureStats.setAiSetting(CreatureStats::AI_Fight, stat); stat = creatureStats.getAiSetting(CreatureStats::AI_Flee); stat.setModifier(static_cast(creatureStats.getMagicEffects().get(ESM::MagicEffect::DemoralizeHumanoid + creature).getMagnitude() - creatureStats.getMagicEffects().get(ESM::MagicEffect::RallyHumanoid+creature).getMagnitude())); creatureStats.setAiSetting(CreatureStats::AI_Flee, stat); } if (creature && ptr.get()->mBase->mData.mType == ESM::Creature::Undead) { Stat stat = creatureStats.getAiSetting(CreatureStats::AI_Flee); stat.setModifier(static_cast(creatureStats.getMagicEffects().get(ESM::MagicEffect::TurnUndead).getMagnitude())); creatureStats.setAiSetting(CreatureStats::AI_Flee, stat); } // Apply disintegration (reduces item health) float disintegrateWeapon = effects.get(ESM::MagicEffect::DisintegrateWeapon).getMagnitude(); if (disintegrateWeapon > 0) disintegrateSlot(ptr, MWWorld::InventoryStore::Slot_CarriedRight, disintegrateWeapon*duration); float disintegrateArmor = effects.get(ESM::MagicEffect::DisintegrateArmor).getMagnitude(); if (disintegrateArmor > 0) { // According to UESP int priorities[] = { MWWorld::InventoryStore::Slot_CarriedLeft, MWWorld::InventoryStore::Slot_Cuirass, MWWorld::InventoryStore::Slot_LeftPauldron, MWWorld::InventoryStore::Slot_RightPauldron, MWWorld::InventoryStore::Slot_LeftGauntlet, MWWorld::InventoryStore::Slot_RightGauntlet, MWWorld::InventoryStore::Slot_Helmet, MWWorld::InventoryStore::Slot_Greaves, MWWorld::InventoryStore::Slot_Boots }; for (unsigned int i=0; i 0.0f || creatureStats.getMagicEffects().get(ESM::MagicEffect::AbsorbHealth).getMagnitude() > 0.0f) receivedMagicDamage = true; // Apply damage ticks int damageEffects[] = { ESM::MagicEffect::FireDamage, ESM::MagicEffect::ShockDamage, ESM::MagicEffect::FrostDamage, ESM::MagicEffect::Poison, ESM::MagicEffect::SunDamage }; DynamicStat health = creatureStats.getHealth(); for (unsigned int i=0; iisExterior()) continue; float time = MWBase::Environment::get().getWorld()->getTimeStamp().getHour(); float timeDiff = std::min(7.f, std::max(0.f, std::abs(time - 13))); float damageScale = 1.f - timeDiff / 7.f; // When cloudy, the sun damage effect is halved static float fMagicSunBlockedMult = MWBase::Environment::get().getWorld()->getStore().get().find( "fMagicSunBlockedMult")->getFloat(); int weather = MWBase::Environment::get().getWorld()->getCurrentWeather(); if (weather > 1) damageScale *= fMagicSunBlockedMult; health.setCurrent(health.getCurrent() - magnitude * duration * damageScale); if (magnitude * damageScale > 0.0f) receivedMagicDamage = true; } else { health.setCurrent(health.getCurrent() - magnitude * duration); if (magnitude > 0.0f) receivedMagicDamage = true; } } if (receivedMagicDamage && ptr == MWBase::Environment::get().getWorld()->getPlayerPtr()) MWBase::Environment::get().getWindowManager()->activateHitOverlay(false); creatureStats.setHealth(health); if (!wasDead && creatureStats.isDead()) { // The actor was killed by a magic effect. Figure out if the player was responsible for it. const ActiveSpells& spells = creatureStats.getActiveSpells(); bool killedByPlayer = false; bool murderedByPlayer = false; MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr(); for (ActiveSpells::TIterator it = spells.begin(); it != spells.end(); ++it) { const ActiveSpells::ActiveSpellParams& spell = it->second; for (std::vector::const_iterator effectIt = spell.mEffects.begin(); effectIt != spell.mEffects.end(); ++effectIt) { int effectId = effectIt->mEffectId; bool isDamageEffect = false; for (unsigned int i=0; isearchPtrViaActorId(spell.mCasterActorId); if (isDamageEffect && caster == player) { killedByPlayer = true; // Simple check for who attacked first: if the player attacked first, a crimeId should be set // Doesn't handle possible edge case where no one reported the assault, but in such a case, // for bystanders it is not possible to tell who attacked first, anyway. if (ptr.getClass().isNpc() && ptr.getClass().getNpcStats(ptr).getCrimeId() != -1 && ptr != player) murderedByPlayer = true; } } } if (murderedByPlayer) MWBase::Environment::get().getMechanicsManager()->commitCrime(player, ptr, MWBase::MechanicsManager::OT_Murder); if (killedByPlayer && player.getClass().getNpcStats(player).isWerewolf()) player.getClass().getNpcStats(player).addWerewolfKill(); } // TODO: dirty flag for magic effects to avoid some unnecessary work below? // any value of calm > 0 will stop the actor from fighting if ((creatureStats.getMagicEffects().get(ESM::MagicEffect::CalmHumanoid).getMagnitude() > 0 && ptr.getClass().isNpc()) || (creatureStats.getMagicEffects().get(ESM::MagicEffect::CalmCreature).getMagnitude() > 0 && !ptr.getClass().isNpc())) { for (std::list::const_iterator it = creatureStats.getAiSequence().begin(); it != creatureStats.getAiSequence().end(); ) { if ((*it)->getTypeId() == AiPackage::TypeIdCombat) it = creatureStats.getAiSequence().erase(it); else ++it; } } // Update bound effects // Note: in vanilla MW multiple bound items of the same type can be created by different spells. // As these extra copies are kinda useless this may or may not be important. static std::map boundItemsMap; if (boundItemsMap.empty()) { boundItemsMap[ESM::MagicEffect::BoundBattleAxe] = "sMagicBoundBattleAxeID"; boundItemsMap[ESM::MagicEffect::BoundBoots] = "sMagicBoundBootsID"; boundItemsMap[ESM::MagicEffect::BoundCuirass] = "sMagicBoundCuirassID"; boundItemsMap[ESM::MagicEffect::BoundDagger] = "sMagicBoundDaggerID"; boundItemsMap[ESM::MagicEffect::BoundGloves] = "sMagicBoundLeftGauntletID"; // Note: needs RightGauntlet variant too (see below) boundItemsMap[ESM::MagicEffect::BoundHelm] = "sMagicBoundHelmID"; boundItemsMap[ESM::MagicEffect::BoundLongbow] = "sMagicBoundLongbowID"; boundItemsMap[ESM::MagicEffect::BoundLongsword] = "sMagicBoundLongswordID"; boundItemsMap[ESM::MagicEffect::BoundMace] = "sMagicBoundMaceID"; boundItemsMap[ESM::MagicEffect::BoundShield] = "sMagicBoundShieldID"; boundItemsMap[ESM::MagicEffect::BoundSpear] = "sMagicBoundSpearID"; } for (std::map::iterator it = boundItemsMap.begin(); it != boundItemsMap.end(); ++it) { bool found = creatureStats.mBoundItems.find(it->first) != creatureStats.mBoundItems.end(); float magnitude = creatureStats.getMagicEffects().get(it->first).getMagnitude(); if (found != (magnitude > 0)) { std::string itemGmst = it->second; std::string item = MWBase::Environment::get().getWorld()->getStore().get().find( itemGmst)->getString(); if (it->first == ESM::MagicEffect::BoundGloves) { item = MWBase::Environment::get().getWorld()->getStore().get().find( "sMagicBoundLeftGauntletID")->getString(); adjustBoundItem(item, magnitude > 0, ptr); item = MWBase::Environment::get().getWorld()->getStore().get().find( "sMagicBoundRightGauntletID")->getString(); adjustBoundItem(item, magnitude > 0, ptr); } else adjustBoundItem(item, magnitude > 0, ptr); if (magnitude > 0) creatureStats.mBoundItems.insert(it->first); else creatureStats.mBoundItems.erase(it->first); } } UpdateSummonedCreatures updateSummonedCreatures(ptr); creatureStats.getActiveSpells().visitEffectSources(updateSummonedCreatures); if (ptr.getClass().hasInventoryStore(ptr)) ptr.getClass().getInventoryStore(ptr).visitEffectSources(updateSummonedCreatures); updateSummonedCreatures.finish(); } void Actors::calculateNpcStatModifiers (const MWWorld::Ptr& ptr, float duration) { NpcStats &npcStats = ptr.getClass().getNpcStats(ptr); const MagicEffects &effects = npcStats.getMagicEffects(); // skills for(int i = 0;i < ESM::Skill::Length;++i) { SkillValue& skill = npcStats.getSkill(i); skill.setModifier(static_cast(effects.get(EffectKey(ESM::MagicEffect::FortifySkill, i)).getMagnitude() - effects.get(EffectKey(ESM::MagicEffect::DrainSkill, i)).getMagnitude() - effects.get(EffectKey(ESM::MagicEffect::AbsorbSkill, i)).getMagnitude())); skill.damage(effects.get(EffectKey(ESM::MagicEffect::DamageSkill, i)).getMagnitude() * duration); skill.restore(effects.get(EffectKey(ESM::MagicEffect::RestoreSkill, i)).getMagnitude() * duration); } } void Actors::updateDrowning(const MWWorld::Ptr& ptr, float duration) { PtrActorMap::iterator it = mActors.find(ptr); if (it == mActors.end()) return; CharacterController* ctrl = it->second->getCharacterController(); NpcStats &stats = ptr.getClass().getNpcStats(ptr); MWBase::World *world = MWBase::Environment::get().getWorld(); bool knockedOutUnderwater = (ctrl->isKnockedOut() && world->isUnderwater(ptr.getCell(), osg::Vec3f(ptr.getRefData().getPosition().asVec3()))); if((world->isSubmerged(ptr) || knockedOutUnderwater) && stats.getMagicEffects().get(ESM::MagicEffect::WaterBreathing).getMagnitude() == 0) { float timeLeft = 0.0f; if(knockedOutUnderwater) stats.setTimeToStartDrowning(0); else { timeLeft = stats.getTimeToStartDrowning() - duration; if(timeLeft < 0.0f) timeLeft = 0.0f; stats.setTimeToStartDrowning(timeLeft); } if(timeLeft == 0.0f) { // If drowning, apply 3 points of damage per second static const float fSuffocationDamage = world->getStore().get().find("fSuffocationDamage")->getFloat(); ptr.getClass().setActorHealth(ptr, stats.getHealth().getCurrent() - fSuffocationDamage*duration); // Play a drowning sound MWBase::SoundManager *sndmgr = MWBase::Environment::get().getSoundManager(); if(!sndmgr->getSoundPlaying(ptr, "drown")) sndmgr->playSound3D(ptr, "drown", 1.0f, 1.0f); if(ptr == world->getPlayerPtr()) MWBase::Environment::get().getWindowManager()->activateHitOverlay(false); } } else { static const float fHoldBreathTime = world->getStore().get().find("fHoldBreathTime")->getFloat(); stats.setTimeToStartDrowning(fHoldBreathTime); } } void Actors::updateEquippedLight (const MWWorld::Ptr& ptr, float duration) { bool isPlayer = (ptr == MWBase::Environment::get().getWorld()->getPlayerPtr()); MWWorld::InventoryStore &inventoryStore = ptr.getClass().getInventoryStore(ptr); MWWorld::ContainerStoreIterator heldIter = inventoryStore.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft); /** * Automatically equip NPCs torches at night and unequip them at day */ if (!isPlayer) { MWWorld::ContainerStoreIterator torch = inventoryStore.end(); for (MWWorld::ContainerStoreIterator it = inventoryStore.begin(); it != inventoryStore.end(); ++it) { if (it->getTypeName() == typeid(ESM::Light).name()) { torch = it; break; } } if (MWBase::Environment::get().getWorld()->isDark()) { if (torch != inventoryStore.end()) { if (!ptr.getClass().getCreatureStats (ptr).getAiSequence().isInCombat()) { // For non-hostile NPCs, unequip whatever is in the left slot in favor of a light. if (heldIter != inventoryStore.end() && heldIter->getTypeName() != typeid(ESM::Light).name()) inventoryStore.unequipItem(*heldIter, ptr); // Also unequip twohanded weapons which conflict with anything in CarriedLeft if (torch->getClass().canBeEquipped(*torch, ptr).first == 3) inventoryStore.unequipSlot(MWWorld::InventoryStore::Slot_CarriedRight, ptr); } heldIter = inventoryStore.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft); // If we have a torch and can equip it (left slot free, no // twohanded weapon in right slot), then equip it now. if (heldIter == inventoryStore.end() && torch->getClass().canBeEquipped(*torch, ptr).first == 1) { inventoryStore.equip(MWWorld::InventoryStore::Slot_CarriedLeft, torch, ptr); } } } else { if (heldIter != inventoryStore.end() && heldIter->getTypeName() == typeid(ESM::Light).name()) { // At day, unequip lights and auto equip shields or other suitable items // (Note: autoEquip will ignore lights) inventoryStore.autoEquip(ptr); } } } heldIter = inventoryStore.getSlot(MWWorld::InventoryStore::Slot_CarriedLeft); //If holding a light... if(heldIter.getType() == MWWorld::ContainerStore::Type_Light) { // Use time from the player's light if(isPlayer) { float timeRemaining = heldIter->getClass().getRemainingUsageTime(*heldIter); // -1 is infinite light source. Other negative values are treated as 0. if(timeRemaining != -1.0f) { timeRemaining -= duration; if(timeRemaining > 0.0f) heldIter->getClass().setRemainingUsageTime(*heldIter, timeRemaining); else { inventoryStore.remove(*heldIter, 1, ptr); // remove it return; } } } // Both NPC and player lights extinguish in water. if(MWBase::Environment::get().getWorld()->isSwimming(ptr)) { inventoryStore.remove(*heldIter, 1, ptr); // remove it // ...But, only the player makes a sound. if(isPlayer) MWBase::Environment::get().getSoundManager()->playSound("torch out", 1.0, 1.0, MWBase::SoundManager::Play_TypeSfx, MWBase::SoundManager::Play_NoEnv); } } } void Actors::updateCrimePersuit(const MWWorld::Ptr& ptr, float duration) { MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr(); if (ptr != player && ptr.getClass().isNpc()) { // get stats of witness CreatureStats& creatureStats = ptr.getClass().getCreatureStats(ptr); NpcStats& npcStats = ptr.getClass().getNpcStats(ptr); if (player.getClass().getNpcStats(player).isWerewolf()) return; if (ptr.getClass().isClass(ptr, "Guard") && creatureStats.getAiSequence().getTypeId() != AiPackage::TypeIdPursue && !creatureStats.getAiSequence().isInCombat()) { const MWWorld::ESMStore& esmStore = MWBase::Environment::get().getWorld()->getStore(); int cutoff = esmStore.get().find("iCrimeThreshold")->getInt(); // Force dialogue on sight if bounty is greater than the cutoff // In vanilla morrowind, the greeting dialogue is scripted to either arrest the player (< 5000 bounty) or attack (>= 5000 bounty) if ( player.getClass().getNpcStats(player).getBounty() >= cutoff // TODO: do not run these two every frame. keep an Aware state for each actor and update it every 0.2 s or so? && MWBase::Environment::get().getWorld()->getLOS(ptr, player) && MWBase::Environment::get().getMechanicsManager()->awarenessCheck(player, ptr)) { static int iCrimeThresholdMultiplier = esmStore.get().find("iCrimeThresholdMultiplier")->getInt(); if (player.getClass().getNpcStats(player).getBounty() >= cutoff * iCrimeThresholdMultiplier) MWBase::Environment::get().getMechanicsManager()->startCombat(ptr, player); else creatureStats.getAiSequence().stack(AiPursue(player), ptr); creatureStats.setAlarmed(true); npcStats.setCrimeId(MWBase::Environment::get().getWorld()->getPlayer().getNewCrimeId()); } } // if I was a witness to a crime if (npcStats.getCrimeId() != -1) { // if you've paid for your crimes and I havent noticed if( npcStats.getCrimeId() <= MWBase::Environment::get().getWorld()->getPlayer().getCrimeId() ) { // Calm witness down if (ptr.getClass().isClass(ptr, "Guard")) creatureStats.getAiSequence().stopPursuit(); creatureStats.getAiSequence().stopCombat(); // Reset factors to attack creatureStats.setAttacked(false); creatureStats.setAlarmed(false); creatureStats.setAiSetting(CreatureStats::AI_Fight, ptr.getClass().getBaseFightRating(ptr)); // Update witness crime id npcStats.setCrimeId(-1); } } } } Actors::Actors() {} Actors::~Actors() { clear(); } void Actors::addActor (const MWWorld::Ptr& ptr, bool updateImmediately) { removeActor(ptr); MWRender::Animation *anim = MWBase::Environment::get().getWorld()->getAnimation(ptr); if (!anim) return; mActors.insert(std::make_pair(ptr, new Actor(ptr, anim))); if (updateImmediately) mActors[ptr]->getCharacterController()->update(0); } void Actors::removeActor (const MWWorld::Ptr& ptr) { PtrActorMap::iterator iter = mActors.find(ptr); if(iter != mActors.end()) { delete iter->second; mActors.erase(iter); } } void Actors::updateActor(const MWWorld::Ptr &old, const MWWorld::Ptr &ptr) { PtrActorMap::iterator iter = mActors.find(old); if(iter != mActors.end()) { Actor *actor = iter->second; mActors.erase(iter); actor->updatePtr(ptr); mActors.insert(std::make_pair(ptr, actor)); } } void Actors::dropActors (const MWWorld::CellStore *cellStore, const MWWorld::Ptr& ignore) { PtrActorMap::iterator iter = mActors.begin(); while(iter != mActors.end()) { if(iter->first.getCell()==cellStore && iter->first != ignore) { delete iter->second; mActors.erase(iter++); } else ++iter; } } void Actors::update (float duration, bool paused) { if(!paused) { static float timerUpdateAITargets = 0; static float timerUpdateHeadTrack = 0; // target lists get updated once every 1.0 sec if (timerUpdateAITargets >= 1.0f) timerUpdateAITargets = 0; if (timerUpdateHeadTrack >= 0.3f) timerUpdateHeadTrack = 0; MWWorld::Ptr player = MWBase::Environment::get().getWorld()->getPlayerPtr(); int hostilesCount = 0; // need to know this to play Battle music // AI processing is only done within distance of 7168 units to the player. Note the "AI distance" slider doesn't affect this // (it only does some throttling for targets beyond the "AI distance", so doesn't give any guarantees as to whether AI will be enabled or not) // This distance could be made configurable later, but the setting must be marked with a big warning: // using higher values will make a quest in Bloodmoon harder or impossible to complete (bug #1876) const float sqrProcessingDistance = 7168*7168; /// \todo move update logic to Actor class where appropriate // AI and magic effects update for(PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter) { bool inProcessingRange = (player.getRefData().getPosition().asVec3() - iter->first.getRefData().getPosition().asVec3()).length2() <= sqrProcessingDistance; iter->second->getCharacterController()->setActive(inProcessingRange); if (iter->first == player) iter->second->getCharacterController()->setAttackingOrSpell(MWBase::Environment::get().getWorld()->getPlayer().getAttackingOrSpell()); if (!iter->first.getClass().getCreatureStats(iter->first).isDead()) { updateActor(iter->first, duration); if (MWBase::Environment::get().getMechanicsManager()->isAIActive() && inProcessingRange) { if (timerUpdateAITargets == 0) { if (iter->first != player) adjustCommandedActor(iter->first); for(PtrActorMap::iterator it(mActors.begin()); it != mActors.end(); ++it) { if (it->first == iter->first || iter->first == player) // player is not AI-controlled continue; engageCombat(iter->first, it->first, it->first == player); } } if (timerUpdateHeadTrack == 0) { float sqrHeadTrackDistance = std::numeric_limits::max(); MWWorld::Ptr headTrackTarget; for(PtrActorMap::iterator it(mActors.begin()); it != mActors.end(); ++it) { if (it->first == iter->first) continue; updateHeadTracking(iter->first, it->first, headTrackTarget, sqrHeadTrackDistance); } iter->second->getCharacterController()->setHeadTrackTarget(headTrackTarget); } if (iter->first.getClass().isNpc() && iter->first != player) updateCrimePersuit(iter->first, duration); if (iter->first != player) { CreatureStats &stats = iter->first.getClass().getCreatureStats(iter->first); if (isConscious(iter->first)) stats.getAiSequence().execute(iter->first, *iter->second->getCharacterController(), iter->second->getAiState(), duration); if (stats.getAiSequence().isInCombat() && !stats.isDead()) hostilesCount++; } } if(iter->first.getTypeName() == typeid(ESM::NPC).name()) updateNpc(iter->first, duration); } } timerUpdateAITargets += duration; timerUpdateHeadTrack += duration; // Looping magic VFX update // Note: we need to do this before any of the animations are updated. // Reaching the text keys may trigger Hit / Spellcast (and as such, particles), // so updating VFX immediately after that would just remove the particle effects instantly. // There needs to be a magic effect update in between. for(PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter) iter->second->getCharacterController()->updateContinuousVfx(); // Animation/movement update CharacterController* playerCharacter = nullptr; for(PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter) { if (iter->first != player && (player.getRefData().getPosition().asVec3() - iter->first.getRefData().getPosition().asVec3()).length2() > sqrProcessingDistance) continue; if (iter->first.getClass().getCreatureStats(iter->first).getMagicEffects().get( ESM::MagicEffect::Paralyze).getMagnitude() > 0) iter->second->getCharacterController()->skipAnim(); // Handle player last, in case a cell transition occurs by casting a teleportation spell // (would invalidate the iterator) if (iter->first == MWBase::Environment::get().getWorld()->getPlayerPtr()) { playerCharacter = iter->second->getCharacterController(); continue; } iter->second->getCharacterController()->update(duration); } if (playerCharacter) playerCharacter->update(duration); for(PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter) { const MWWorld::Class &cls = iter->first.getClass(); CreatureStats &stats = cls.getCreatureStats(iter->first); //KnockedOutOneFrameLogic //Used for "OnKnockedOut" command //Put here to ensure that it's run for PRECISELY one frame. if (stats.getKnockedDown() && !stats.getKnockedDownOneFrame() && !stats.getKnockedDownOverOneFrame()) { //Start it for one frame if nessesary stats.setKnockedDownOneFrame(true); } else if (stats.getKnockedDownOneFrame() && !stats.getKnockedDownOverOneFrame()) { //Turn off KnockedOutOneframe stats.setKnockedDownOneFrame(false); stats.setKnockedDownOverOneFrame(true); } } killDeadActors(); // check if we still have any player enemies to switch music static bool isBattleMusic = false; if (isBattleMusic && hostilesCount == 0 && !(player.getClass().getCreatureStats(player).isDead() && MWBase::Environment::get().getSoundManager()->isMusicPlaying())) { MWBase::Environment::get().getSoundManager()->playPlaylist(std::string("Explore")); isBattleMusic = false; } else if (!isBattleMusic && hostilesCount > 0) { MWBase::Environment::get().getSoundManager()->playPlaylist(std::string("Battle")); isBattleMusic = true; } static float sneakTimer = 0.f; // times update of sneak icon // if player is in sneak state see if anyone detects him if (player.getClass().getCreatureStats(player).getMovementFlag(MWMechanics::CreatureStats::Flag_Sneak)) { static float sneakSkillTimer = 0.f; // times sneak skill progress from "avoid notice" const MWWorld::ESMStore& esmStore = MWBase::Environment::get().getWorld()->getStore(); const int radius = esmStore.get().find("fSneakUseDist")->getInt(); static float fSneakUseDelay = esmStore.get().find("fSneakUseDelay")->getFloat(); if (sneakTimer >= fSneakUseDelay) sneakTimer = 0.f; if (sneakTimer == 0.f) { // Set when an NPC is within line of sight and distance, but is still unaware. Used for skill progress. bool avoidedNotice = false; bool detected = false; for (PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter) { if (iter->first == player) // not the player continue; // is the player in range and can they be detected if ((iter->first.getRefData().getPosition().asVec3() - player.getRefData().getPosition().asVec3()).length2() <= radius*radius && MWBase::Environment::get().getWorld()->getLOS(player, iter->first)) { if (MWBase::Environment::get().getMechanicsManager()->awarenessCheck(player, iter->first)) { detected = true; avoidedNotice = false; MWBase::Environment::get().getWindowManager()->setSneakVisibility(false); break; } else if (!detected) avoidedNotice = true; } } if (sneakSkillTimer >= fSneakUseDelay) sneakSkillTimer = 0.f; if (avoidedNotice && sneakSkillTimer == 0.f) player.getClass().skillUsageSucceeded(player, ESM::Skill::Sneak, 0); if (!detected) MWBase::Environment::get().getWindowManager()->setSneakVisibility(true); } sneakTimer += duration; sneakSkillTimer += duration; } else { sneakTimer = 0.f; MWBase::Environment::get().getWindowManager()->setSneakVisibility(false); } } } void Actors::killDeadActors() { for(PtrActorMap::iterator iter(mActors.begin()); iter != mActors.end(); ++iter) { const MWWorld::Class &cls = iter->first.getClass(); CreatureStats &stats = cls.getCreatureStats(iter->first); if(!stats.isDead()) { if(iter->second->getCharacterController()->isDead()) { // Actor has been resurrected. Notify the CharacterController and re-enable collision. MWBase::Environment::get().getWorld()->enableActorCollision(iter->first, true); iter->second->getCharacterController()->resurrect(); } if(!stats.isDead()) continue; } if (iter->second->getCharacterController()->kill()) { iter->first.getClass().getCreatureStats(iter->first).notifyDied(); ++mDeathCount[Misc::StringUtils::lowerCase(iter->first.getCellRef().getRefId())]; // Make sure spell effects with CasterLinked flag are removed for (PtrActorMap::iterator iter2(mActors.begin());iter2 != mActors.end();++iter2) { MWMechanics::ActiveSpells& spells = iter2->first.getClass().getCreatureStats(iter2->first).getActiveSpells(); spells.purge(stats.getActorId()); } // Apply soultrap if (iter->first.getTypeName() == typeid(ESM::Creature).name()) { SoulTrap soulTrap (iter->first); stats.getActiveSpells().visitEffectSources(soulTrap); } // Reset magic effects and recalculate derived effects // One case where we need this is to make sure bound items are removed upon death stats.modifyMagicEffects(MWMechanics::MagicEffects()); stats.getActiveSpells().clear(); calculateCreatureStatModifiers(iter->first, 0); MWBase::Environment::get().getWorld()->enableActorCollision(iter->first, false); if (cls.isEssential(iter->first)) MWBase::Environment::get().getWindowManager()->messageBox("#{sKilledEssential}"); } } } void Actors::restoreDynamicStats(bool sleep) { for(PtrActorMap::iterator iter(mActors.begin());iter != mActors.end();++iter) restoreDynamicStats(iter->first, sleep); } int Actors::getHoursToRest(const MWWorld::Ptr &ptr) const { float healthPerHour, magickaPerHour; getRestorationPerHourOfSleep(ptr, healthPerHour, magickaPerHour); CreatureStats& stats = ptr.getClass().getCreatureStats(ptr); float healthHours = healthPerHour > 0 ? (stats.getHealth().getModified() - stats.getHealth().getCurrent()) / healthPerHour : 1.0f; float magickaHours = magickaPerHour > 0 ? (stats.getMagicka().getModified() - stats.getMagicka().getCurrent()) / magickaPerHour : 1.0f; int autoHours = static_cast(std::ceil(std::max(1.f, std::max(healthHours, magickaHours)))); return autoHours; } int Actors::countDeaths (const std::string& id) const { std::map::const_iterator iter = mDeathCount.find(id); if(iter != mDeathCount.end()) return iter->second; return 0; } void Actors::forceStateUpdate(const MWWorld::Ptr & ptr) { PtrActorMap::iterator iter = mActors.find(ptr); if(iter != mActors.end()) iter->second->getCharacterController()->forceStateUpdate(); } void Actors::playAnimationGroup(const MWWorld::Ptr& ptr, const std::string& groupName, int mode, int number) { PtrActorMap::iterator iter = mActors.find(ptr); if(iter != mActors.end()) iter->second->getCharacterController()->playGroup(groupName, mode, number); } void Actors::skipAnimation(const MWWorld::Ptr& ptr) { PtrActorMap::iterator iter = mActors.find(ptr); if(iter != mActors.end()) iter->second->getCharacterController()->skipAnim(); } bool Actors::checkAnimationPlaying(const MWWorld::Ptr& ptr, const std::string& groupName) { PtrActorMap::iterator iter = mActors.find(ptr); if(iter != mActors.end()) return iter->second->getCharacterController()->isAnimPlaying(groupName); return false; } void Actors::getObjectsInRange(const osg::Vec3f& position, float radius, std::vector& out) { for (PtrActorMap::iterator iter = mActors.begin(); iter != mActors.end(); ++iter) { if ((iter->first.getRefData().getPosition().asVec3() - position).length2() <= radius*radius) out.push_back(iter->first); } } std::list Actors::getActorsFollowing(const MWWorld::Ptr& actor) { std::list list; for(PtrActorMap::iterator iter(mActors.begin());iter != mActors.end();++iter) { const MWWorld::Class &cls = iter->first.getClass(); CreatureStats &stats = cls.getCreatureStats(iter->first); if (stats.isDead()) continue; // An actor counts as following if AiFollow is the current AiPackage, or there are only Combat packages before the AiFollow package for (std::list::const_iterator it = stats.getAiSequence().begin(); it != stats.getAiSequence().end(); ++it) { if ((*it)->getTypeId() == MWMechanics::AiPackage::TypeIdFollow) { MWWorld::Ptr followTarget = static_cast(*it)->getTarget(); if (followTarget.isEmpty()) continue; if (followTarget == actor) list.push_back(iter->first); else break; } else if ((*it)->getTypeId() != MWMechanics::AiPackage::TypeIdCombat) break; } } return list; } std::list Actors::getActorsFollowingIndices(const MWWorld::Ptr &actor) { std::list list; for(PtrActorMap::iterator iter(mActors.begin());iter != mActors.end();++iter) { const MWWorld::Class &cls = iter->first.getClass(); CreatureStats &stats = cls.getCreatureStats(iter->first); if (stats.isDead()) continue; // An actor counts as following if AiFollow is the current AiPackage, or there are only Combat packages before the AiFollow package for (std::list::const_iterator it = stats.getAiSequence().begin(); it != stats.getAiSequence().end(); ++it) { if ((*it)->getTypeId() == MWMechanics::AiPackage::TypeIdFollow) { MWWorld::Ptr followTarget = static_cast(*it)->getTarget(); if (followTarget.isEmpty()) continue; if (followTarget == actor) list.push_back(static_cast(*it)->getFollowIndex()); else break; } else if ((*it)->getTypeId() != MWMechanics::AiPackage::TypeIdCombat) break; } } return list; } std::list Actors::getActorsFighting(const MWWorld::Ptr& actor) { std::list list; std::vector neighbors; osg::Vec3f position (actor.getRefData().getPosition().asVec3()); getObjectsInRange(position, MWBase::Environment::get().getWorld()->getStore().get().find("fAlarmRadius")->getFloat(), neighbors); //only care about those within the alarm disance for(std::vector::iterator iter(neighbors.begin());iter != neighbors.end();++iter) { const MWWorld::Class &cls = iter->getClass(); CreatureStats &stats = cls.getCreatureStats(*iter); if (!stats.isDead() && stats.getAiSequence().isInCombat(actor)) list.push_front(*iter); } return list; } void Actors::write (ESM::ESMWriter& writer, Loading::Listener& listener) const { writer.startRecord(ESM::REC_DCOU); for (std::map::const_iterator it = mDeathCount.begin(); it != mDeathCount.end(); ++it) { writer.writeHNString("ID__", it->first); writer.writeHNT ("COUN", it->second); } writer.endRecord(ESM::REC_DCOU); } void Actors::readRecord (ESM::ESMReader& reader, uint32_t type) { if (type == ESM::REC_DCOU) { while (reader.isNextSub("ID__")) { std::string id = reader.getHString(); int count; reader.getHNT (count, "COUN"); mDeathCount[id] = count; } } } void Actors::clear() { PtrActorMap::iterator it(mActors.begin()); for (; it != mActors.end(); ++it) { delete it->second; it->second = nullptr; } mActors.clear(); mDeathCount.clear(); } void Actors::updateMagicEffects(const MWWorld::Ptr &ptr) { adjustMagicEffects(ptr); calculateCreatureStatModifiers(ptr, 0.f); if (ptr.getClass().isNpc()) calculateNpcStatModifiers(ptr, 0.f); } bool Actors::isReadyToBlock(const MWWorld::Ptr &ptr) const { PtrActorMap::const_iterator it = mActors.find(ptr); if (it == mActors.end()) return false; return it->second->getCharacterController()->isReadyToBlock(); } void Actors::fastForwardAi() { if (!MWBase::Environment::get().getMechanicsManager()->isAIActive()) return; // making a copy since fast-forward could move actor to a different cell and invalidate the mActors iterator PtrActorMap map = mActors; for (PtrActorMap::iterator it = map.begin(); it != map.end(); ++it) { MWWorld::Ptr ptr = it->first; if (ptr == MWBase::Environment::get().getWorld()->getPlayerPtr() || !isConscious(ptr) || ptr.getClass().getCreatureStats(ptr).getMagicEffects().get(ESM::MagicEffect::Paralyze).getMagnitude() > 0) continue; MWMechanics::AiSequence& seq = ptr.getClass().getCreatureStats(ptr).getAiSequence(); seq.fastForward(ptr, it->second->getAiState()); } } }